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Help needed for high level dungeon...
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<blockquote data-quote="Heathen72" data-source="post: 2826474" data-attributes="member: 7029"><p>Thanks for the advice guys,</p><p></p><p><span style="color: Olive"><strong>Wycen</strong></span>, I will see if I can track down Crypt of the Iron Heretics, the glyph idea sounds interesting.</p><p></p><p><span style="color: Teal"><strong>Dei</strong></span>, I have already written up some descriptions of some of the traps being disabled, and in the process came up with some nifty snares that the players will have to figure out, so it should be less of a 'roll and see' approach. You mentioned a blind monster; I wonder if I could make that cannot see, but has an amazing sense smell. Is there a spell that removes the sense of smell? It would make an intereting enemy to get past...</p><p></p><p><strong><span style="color: DarkOrange">Ashockney</span></strong>, your Sudoku idea amuses me. It's very old school dungeon - almost a chessboard puzzle. I have a book of them of varying levels of difficulty. I could get the party to make an int check, and if they roll well, I will give them an easy one, and if they roll badly I will give them a diabolical one. Of course, instead of numbers there would be nine different glyphs to choose from, and only one of the nine would be safe to step on...</p><p></p><p>Yes, <span style="color: Indigo"><strong>Stone Angel</strong></span>, I think a gutbusting encounter at the start of the dungeon is in order, to let them know that they need to take the traps and everything within it seriously. I think a few doors closing behind them won't hurt either. I might consecrate parts of the dungeon as well - it's one of the rules in my world that you can't port onto holy ground. I like your wizard puzzle too. I'm also thinking of making use of their knowledge of the events just following the thousand years of pain, such as the deity of the priestess who saved the life of the first king, and so on. Little things that will reward them for their study. </p><p></p><p><span style="color: Magenta"><strong>Paradox42</strong></span>, your ideas are very helpful. I love your bubble idea for the blanket of obsfucation/antipathy, I like the idea of an angelic creature defending the dungeon, although I think they would be circumvented better by the paladin's diplomacy than his swordplay. I also agree with you about letting the players get past some puzzles easily by just making use of their high level skills and spells.</p><p></p><p>Thanks very much for your thoughts, guys. I really appreciate them. Everyone feel very free to contribute further ideas, I won't be running the game for another couple of days. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Heathen72, post: 2826474, member: 7029"] Thanks for the advice guys, [COLOR=Olive][B]Wycen[/B][/COLOR], I will see if I can track down Crypt of the Iron Heretics, the glyph idea sounds interesting. [COLOR=Teal][B]Dei[/B][/COLOR], I have already written up some descriptions of some of the traps being disabled, and in the process came up with some nifty snares that the players will have to figure out, so it should be less of a 'roll and see' approach. You mentioned a blind monster; I wonder if I could make that cannot see, but has an amazing sense smell. Is there a spell that removes the sense of smell? It would make an intereting enemy to get past... [B][COLOR=DarkOrange]Ashockney[/COLOR][/B], your Sudoku idea amuses me. It's very old school dungeon - almost a chessboard puzzle. I have a book of them of varying levels of difficulty. I could get the party to make an int check, and if they roll well, I will give them an easy one, and if they roll badly I will give them a diabolical one. Of course, instead of numbers there would be nine different glyphs to choose from, and only one of the nine would be safe to step on... Yes, [COLOR=Indigo][B]Stone Angel[/B][/COLOR], I think a gutbusting encounter at the start of the dungeon is in order, to let them know that they need to take the traps and everything within it seriously. I think a few doors closing behind them won't hurt either. I might consecrate parts of the dungeon as well - it's one of the rules in my world that you can't port onto holy ground. I like your wizard puzzle too. I'm also thinking of making use of their knowledge of the events just following the thousand years of pain, such as the deity of the priestess who saved the life of the first king, and so on. Little things that will reward them for their study. [COLOR=Magenta][B]Paradox42[/B][/COLOR], your ideas are very helpful. I love your bubble idea for the blanket of obsfucation/antipathy, I like the idea of an angelic creature defending the dungeon, although I think they would be circumvented better by the paladin's diplomacy than his swordplay. I also agree with you about letting the players get past some puzzles easily by just making use of their high level skills and spells. Thanks very much for your thoughts, guys. I really appreciate them. Everyone feel very free to contribute further ideas, I won't be running the game for another couple of days. :) [/QUOTE]
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